Boba
Bewitch-a-tea
By Naomi Kendall
Version 3
Version History
Version Date Description
V1 25/02/25 Initial doc. Added key sections- overview, artstyle and aesthetic,
gameplay, mechanic and art influences, story and setting.
V2 04/03/25 Updated format and much redecorating, added table of contents
and version history. Added audio and technical section, and
added section for development and scope and marketing. Added
age range and more images for mechanics based on feedback.
V3 10/03/25 Updated a bit of format and redecorating. Added UI and audio
sections. Added customer slide with more info on customers,
changed core loop to be moment-to-moment and fixed core loop
based on feedback.
Table Of Contents
Overview
Marketing
Gameplay
Mechanics
User Interface
Artstyle
Setting & Story
Audio
Development
Overview
Elevator Pitch
“ You’re a boba selling witch with dreams of making it big in the
witch markets! Stay on your toes and bewitch your audience
before the day ends and become THE BEST boba shop”
Overview
Official Name Boba Bewitch-A-Tea
Genre Fast-Paced, Strategy, Simulation
Theme/Mood Boba Shop, Wizardry, Time Management, Divided Attention
Core Aesthetic Cute and cozy, yet ethereal and outer worldly. 3D which looks 2D
Camera Perspective First-Person/Third-Person
Game Engine Unity
Type 3D
Age Rating 9+
Target Audience Older Kids to Young Adults (12-18)
Platforms Mobile (IOS/Android), PC (?)
Players Single-Player
Game Description
Boba Bewitch-a-tea is a
fast-paced strategy shop
simulator game where you play
as a witch selling bubble tea in
the markets, and must
carefully juggle your time and
attention to keep the store
afloat!
Game Overview
Three views from inside the shop, the player must flip back and forth
“juggling” between all three views in order to complete bubble tea orders.
Front Counter View
Order Station
Right Side View
Toppings Station
Left Side View
Tea Station
Receive Customer
orders
Fulfill customer
orders
Different tea flavours
here
Add cups to machine
to be filled with tea
Add toppings to the
boba
Cast spells and
bewitch the toppings
and finish the boba
spell.
Game Overview
Fourth View, which is the Upgrades view, only seen once the player is out of the actual gameplay
mode, puts the shop in third person so the player can upgrade and customise how their shop looks.
Upgrades View
Upgrade equipment
See and customise your player
character and the shop itself
Upgrade to gain new flavours and
toppings
Upgrade shop size and marketing
to draw more customers in
View Mockup - Front View
Order 1
Order 2
Order 3
Order 4
Orders appear
here, player can
sift through
Finished orders
also appear here
Player can look to left
and right of shop
through swiping left
and right
This is a till
Customers appear here
in a queue to order, they
only pay once their
order is fulfilled
money
View Mockup - Left View
fill
fill
Fill cup to the line or
risk over filling cup.
Can be pressed and
left on until you
turn it off.
View Mockup - Right View
Cast the topping
spells by drawing
their shapes on
the screen
Marketing
Target Demographic
Bubble tea addicts
Cat fans purely on the PC
Fantasy wizard & witches fans
Older kids to young adults (12-18yrs)
Casual gamers
Female audiences due to its inherently
cute nature
People who love games which require
a lot of focus and fast-pace and where
they can constantly try and best their
score through skill
Advertising
Advertise through-
Social Media Adverts
Social Media Content & Devlogs
Content Creators Videos &
Streams
Website Adverts
Showcasing at game developer
events
Bewitch-A-Tea
Bewitch-A-Tea
PLAY NOW!
Not Having Boba
Unique Selling Points
1. Unique gameplay twist on casual shop selling games, not the
same boring formula they all seem to use
2. Immersive fantasy world that taps into the childlike wizard/witch
in everyone
3. Unique spell casting mechanic intertwined into gameplay
4. Emphasis on the excitement and hustle and bustle of owning a
bubble tea shop over the cozy laid back nature of most bubble tea
shop games in the market
Setting &
Story
Setting Overview
Bewitch-a-tea is set in an alternate universe
where wizards and witches live, and the
beloved fantasy magic markets occur every
night when the sun goes down, and ends
when the sun comes up..and they all love
their bubble tea!
These markets are rustically charming, and
an emphasis on child-like wonder. Magic and
uniquely peculiar creatures roam free
throughout these markets and it feels quite
busy and full of life.
Story Overview
You are a budding and excited little entrepreneur witch cat of Ender Woods out to make
it big in Witch Markets, a dream of yours since you were just a little kitten!
Your family recognises your innate talent for making bubble tea that is so good, it quite
literally bewitches anyone and everyone who takes a sip, and they insist that you share
your talent with world.
However its a competitive market
out there, and your shop is going to
need to blow the creatures of the
Ender Woods and the Great Beyond
out of the park in order to keep your
business alive!
Artstyle &
Aesthetic
Look & Feel
ENVIRONMENT
Emphasis on purple colour
palette
Low poly cute cartoon-ish,
toon shading
Fantasy night market
environmental setting
Magical visuals and
aesthetic found
everywhere
3D which looks 2d
Look & Feel
PLAYER CHARACTER
Low poly fantasy black cat but their a witch
too
As you play the game in first person, you’ll
only see your PC in third person after you
finish working at the shop for the day,
though your paws can be seen while you
work
BUBBLE TEA
Fantasy with transparency shader
Real emphasis on 3d but 2d look
Tea would be different colour tea
flavours, toppings would be a bit weird
and peculiar to match the fantasy
setting
Art Influences
A HAT IN TIME
Low poly
Cute cartoonish
style
Exaggerated
proportions
Art Influences
REAPER’S ROAD RAGE
Low poly
Toon shader, outlining all
assets, enhancing
cartoonish 2d look
Uniquely strange
characters and
environment, but still has
cute factor
Glowiness and aurora of
the soul wisps.
Art Influences
SPACE MILK 3D MODEL
Where idea for artstyle of
this game came from
Want to capture the
mystical vibe this shader
gives off
Gameplay
Main Objective/s
1. Earn enough money each day to meet quota
2. Satisfy all the customers
3. Become a boba MASTER
SIDE OBJECTIVE/S
1. Earn a 3 star rating on each level
2. Customise and max out shop upgrades
Win/Lose Conditions
WIN:
Reach or surpass the
required profit quota in time,
and complete all the levels.
LOSE:
Fail to reach profit quota
before time runs out
Core Gameplay Loop
Open
shop
Serve
customers
Close
shop
Collect
earnings/star
rating
Upgrade
shop
Moment-To-Moment Gameplay Loop
Receive Order
Make Order
Fulfil Order
Mechanics
Core Mechanics - Profit Quota & Star Ratings
Each day has a target profit quota that must be
met for the player to progress through to the next
level.
If they exceed the target quota, they then can aim
to get higher star ratings.
Star ratings are stars (between 1-5) the player can
earn based on how much money they earned that
day, and how satisfied customers were.
Core Mechanics - Customers
In the game there will be a variety of different NPC
customers the player will encounter and become familiar
with, and they will have different favourite bobas that
they like to order.
Customers will come in random clusters and random
intervals throughout the day.
They will order a bubble tea drink with both a tea flavour
and a topping (sometimes without a topping at all!), for
example; Misty wants to order Oolong Milk Tea with
Frog Saliva Topping.
Customers also have time limits, and if they don't receive
their order within a certain time, they will leave.
Core Mechanics - Customer Orders
Customer orders are received from customers at the
cash register, and can be all docked at the table in one
place.
Players can pick up and put down these order tickets to
get a closer look or rearrange them on the table.
They will err on the side of simplicity, utilising icons and
symbols to represent what the customer wants over
words.
Once orders are fulfilled, order tickets will automatically
disappear.
Wrongly made bobas will result in wasted time and
needing to bin and do bobas again.
Core Mechanics - Filling Cups
Players will need to put empty boba cups on to the tea
filling machine, which will automatically start filling,
however,
these machines don’t know when to
stop
filling, so they will need to be manually stopped when
tea reaches the fill line.
Overfill and you will have to start again.
Customers give more money the more accurately you fill
this cup. SO FILL ACCURATELY
Core Mechanics - Casting Spell Toppings
This is arguably the most unique aspect of the game.
You want to add a lil bit of magic into your boba cups,
in order to do so you cast spells.
Casting spells require players to draw specific shapes
on the screen.
If drawn correctly, the corresponding topping will
automatically fill into the boba cup.
Be careful not the draw incorrectly or risk wasting
time or accidently add the wrong topping!
Core Mechanics - Upgrades
Upgrades within the game serve as ways for the player
to improve and customise their shop, and draw in more
customers.
There are 3 main upgrades the player can do:
MARKETING UPGRADES
Upgrade store size
Customise shop
Advertising to more
people
EQUIPMENT UPGRADES
Upgrade boba tea machines
Add additional boba tea
machines
Add equipment to help see
orders more easily
BOBA UPGRADES
Additional boba flavours
Additional topping flavours
Core Mechanics - Time Limit
WIthin the game there is a time limit- starts when the sun
goes down and ends when the sun comes up.
This time limit is in real time goes for about 2 minutes or so.
Having the time be so limited adds pressure and adds to the
fast-pace nature of the game.
There is also mini time limits on customers, for when they’ve
waited too long for their order and start to leave.
Mechanic Influences
LUMOSITY’S ‘TROUBLE BREWING’
Timed gameplay
Filling cups to fill line
Needing time management and
strategy to orders
Constantly needing to switch
between different views
Mechanic Influences
ANIMAL JAM’S
‘A PUPPY’S TALE’
Different shapes the player
must draw and correctly in
order to successfully hit an
enemy
Limited time to draw the correct
shapes
If you draw shapes incorrectly,
you waste time and lose a heart.
Mechanic Influences
PAPA’S PIZZERIA (AND REST OF
SERIES)
Customisable player character &
store decoration
Each day is a different level and
player progresses by successfully
passing each day
Customers have personalities and
charm to them
Customers go to counter to give
PC their order and PC can
constantly check their awaiting
orders on paper tickets.
Controls
Action Function
Swipe Left Switch shop view right
Swipe Right Switch shop view left
Tap Interact
Tap & Hold Interact and Drag Interactable
Objects (Boba cups and orders)
Draw Shape Add the corresponding topping into
the boba cup
Audio
Audio Overview
Background music would start at a normal speed
and gradually speed up as time runs out, to add
pressure and to indicate time running out.
The music in the game gives off a vibe which I can
only describe as whimsically charming, yet
somewhat a bit unsettling. A bit odd. A bit strange.
This is heard through the music through the use of
minor chords that is almost reminiscent of
something you might hear in a haunted manor or
something of that nature.
Audio Overview
MUSIC
Wizardry vibes
Natural orchestral
instruments
Catchy yet easily
replayable (does not get
annoying after repeated
listens)
Get faster as time runs
out
Peculiar, odd, whimsical
SFX
Magical yet
peculiar/strange
Satisfying control sfx
that reward player
audibly
AMBIENCE
Hustling and bustling
of a busy night
market
Muffled people
chatting and walking
around
Sounds of the night
time
Audio Influences
D&D/RPG Magical/Whimsical Music Mix
| 1 Hour | Royalty Free | Travis Savoie
11:43 Bavlorna's Cottage - Heart's Desire
31:28 Scheming Nobles - RPG TK Volume
2
https://www.youtube.com/watch?v=0s
xDxXTiaRU
https://www.youtube.com/watch?v=8u
Fg8veoaDg
Fantasy Marketplace Ambience |
D&D/TTRPG Music | Exotic Busy Market
& Bazaar Street Sounds
AMBIENCE
MUSIC
User
Interface
UI Overview
The UI of Bewitch-a-tea will be
clean yet charming,
non-intrusive to maintain
immersion, and take on a
magic and dark fantasy like
appearance.
UI Mockups - Heads Up Display
2:00
II
UI Mockups - End Screen
Profit Earned Today:
$250
Quota: 250/1000
Next
level
Main
Menu
UI Mockups - Main Menu
Bewitch-A-Tea
Play!
Sett
ings
Cre
dits
Development
Scope & Milestones
Estimated development time of 1 and a half years. If developed now,
would finish around mid 2026.
Jan 2025
June 2026
20/01/25
Project Officially Started
01/06/26
Gold Release
05/04/25
Concept Approved by
Producer/Publisher
01/05/25
End of Pre-Production,
Start Production
01/12/25
Alpha Release
01/02/26
Beta Release
01/07/25
Game functional and
grey boxed
20/11/25
All assets are in-engine
Dev Team
Entire team is indie, and consists of a total of 11 people (4 artists, 3
programmers, 2 designers, and a PR/Marketing manager, and a project
manager/producer).
Producer:
Naomi
PR/Marketing:
Naomi
Programmers:
Naomi
Naomi
Naomi
Artists:
Naomi
Naomi
Naomi
Naomi
Designers:
Naomi
Bas
Risks
Risk Severity Likeliness Mitigation Strategy
Gameplay boring and
unengaging, gameplay too
similar to other games on
the market.
Medium Likely Reduce
Miscommunication of
game concept
Medium Reduce
Losing all our work High Probable Avoid
Overscoping and not being
able to meet deadlines.
Medium Likely Avoid